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Prelude Dark Pain Five Tips to Start Fighting Smarter

Official starter advice expanded for Early Access grid battles

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Five Combat Tips

Quickfire Games published a five tips to start guide on Steam alongside the July 27, 2026 Early Access launch. The original post targets players finishing the integrated tutorial who want sharper tactical results without rereading every menu. This wiki page expands those tips with Act 1 examples, links to deep guides, and community-tested additions from demo and launch-week feedback.

Read this after Getting Started and before tackling optional world map patrols. For full encounter flow, continue to Combat Basics.

Tip 1 — Budget battle points before you click

Each hero receives two battle points per turn in standard fights. Points pay for skills, defend, and special actions while movement and a basic attack remain flexible. New players often spend both points on flashy actives, then cannot defend when a Crusade knight flanks Maya.

Plan turns backward: identify the enemy who dies if controlled this round, assign points to blind or trap them, then spend leftovers on damage or positioning. The full economy is documented in Battle Points & Skills.

Tip 2 — Flank and rear arcs multiply damage

Directional attacks reward side and rear angles. Soren especially wants bleed applied from flanks before finishing with amplified basic attacks. Enemies use the same rules—if your tank faces one foe, watch for assassins circling to your back line.

Before confirming a skill, rotate the camera (see Camera Modes) and verify arc indicators. One corrected flank often saves two turns of healing.

Tip 3 — Height and hazards beat raw stats

Higher elevation boosts many attacks. Knockback into pits, off moving carriages, or onto traps clears enemies faster than grinding HP. The Act 1 prologue caravan fight teaches environmental kills deliberately—reuse that logic on cliffs and destructible tiles later.

Scout the grid before deployment. Placing Tammais on a choke tile at lower elevation wastes his taunt value; sometimes the best move is delaying advance until enemies climb into your kill box.

Tip 4 — Defend is a battle point, not a failure state

Defending spends a battle point to reduce incoming damage and blunt flank vulnerability until the hero’s next turn. It is not a wasted turn when surrounded—it buys time for Tizon knockback or Sade zone control to fire next initiative.

Bosses with free extra actions punish greedy offense. Alternate defend and burst across the squad rather than stacking every point into damage each round.

Tip 5 — Build squads for coverage, not duplicate roles

Nine heroes exist, but you deploy five per battle. A roster of three DPS and no taunt breaks on Crusade rush missions. Aim for frontline absorption, crowd control, single-target burst, and optional zone control—templates live on Squad Compositions and the interactive Squad Planner.

Respec freely at the Citadel when a hero underperforms; see Virtues & Talents for tree basics.

Bonus — Use the initiative strip

Steam Next Fest feedback pushed clearer initiative queue readability and attack-range previews. Hover enemy portraits in the strip before spending your last battle point—archers you ignore still act during your turn planning window. Details sit on Combat UI.

Bonus — Save before bosses and patrol clusters

Early Access allows manual saves and mission retries. Save before multi-phase bosses and dense patrol zones. Learning a telegraph costs less time than trekking back from the Citadel after a wipe.

Where to go next

These five tips cover moment-to-moment fights. Layer them with base systems:

  1. Flanking & Positioning for advanced angles
  2. Citadel Management between missions
  3. World Missions & Raids for optional XP
  4. Hero Rankings when recruiting your ninth companion

Quickfire will expand tutorials as Act 2 approaches; until then, disciplined battle point spending and flanking separate rebels who control Statera from squads that retreat to the forge after every patrol.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Did Quickfire publish official starter tips?

Yes. A five tips to start guide appeared on Steam at Early Access launch. This page expands that advice with wiki cross-links.

How many battle points do heroes get per turn?

Two in standard Act 1 encounters, spent on skills, defend, and related actions while movement and basic attacks remain flexible.

What is the single most important tip for beginners?

Flanking and battle point budgeting together—control an enemy before spending every point on damage.

Where can I practice without story pressure?

Optional world map patrols and random encounters after the Citadel unlock. Save first, then experiment with defend and knockback combos.